Thinking about it, I really like that shielding system, assuming I understand it. Heres how I see it:
We have a Gothic, Dominator, and some Ork Krooza. The Gothic fires a full broadside at the Krooza for 2 hits. The Ork ship rolls for shields.. a 1. One blast marker is placed, the ship takes one damage.
The Dominator comes about and unleashes its broadside, scoring 4 hits. The Krooza rolls for shields, a 4. Since one blast marker is in contact, 3 more are placed and the ship takes one more point of damage.
Should give lots of weird orky results, such as shields already strained reaching up with a 6 to stop another attack, and the occasional roll of 1. I'm not sure what a good amount to roll for would be though... Perhaps 1 Shield flat for Escorts, D3 for Cruisers and D6+1 for Battleships...
One question though: When is the shield roll made? Before or after the ship decides whether to BFI?
On the turret-save, it basically makes a ship better against large waves/salvos and worse against small waves/salvos compared to a normal turret-based ship. I think that fits da orks. Random turrets per wave/salvo could also work, but you might end up rolling many, many dice for an ordnance phase (the shields though can be overloaded if the BMs equal the maximum possible roll, reducing the rolls needed for a huge set of attacks)
_________________ ___ My name is Magus. I just managed to spell my name wrong while registering. How? Because I'm a dumbass.
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